The Net.traps Book

download The Net.traps Book

of 9

Transcript of The Net.traps Book

  • 7/29/2019 The Net.traps Book

    1/9

    The Net.Traps Book

    This is the Help file form of the net.traps book. There are severalnew traps, plus a list (immediately following) that breaks traps downby location type. I maintain the basic trap descriptions in a simple

    database, so can break things down by other categories, too - I'dappreciate feedback on (a) whether this book is useful to you (b)what other organization of this book would help - e.g. a breakdownby trigger type or effect type.

    Traps by Location Type

    Type NameAny The Ghostly Mother-In-LawChest Double VisionDoor Familiar FacesMusical doorHallway A Different Kind of Spiked DoorSpiked TunnelThe Infinite HallwayLock The Pointless TrapPit Slime SlideRoom A Roleplaying TrapDeadly SpikesFloating Rug and TableGlass Storm

    Hole in TwoPointless Trap (Part II)Slime BallThe Big Bag BangThe Killer MaypoleTopsy TurvyWater Water EverywhereStone floor Leg Trap

    ------------------------------------------------------------------------

    NAME: A Roleplaying TrapLOCATION TYPE: RoomCONTEXT: A rusty lever protrudes from the far wall. Overhead, atremendous block of iron hangs from a cable.TRIGGER TYPE: mechanicalTRIGGER: pulling leverEFFECT TYPE: mechanicalEFFECT: The GM should listen to the characters' debate about whatto do. If they decide to pull the lever for reasons such as "To leaveno stone unturned" then pulling the lever opens a secret door. If

    they decide to pull the lever "Just for the hell of it" then pulling thelever will drop the block, crushing all in the room.

  • 7/29/2019 The Net.traps Book

    2/9

    NAME: The Big Bag BangLOCATION TYPE: RoomCONTEXT: Circular room 20' in diameter and 15' high, with a catchon the ceiling with a leather bag, and a 2' diameter hole in the floor,

    directly below the bag.TRIGGER TYPE: magicalTRIGGER: About 5 seconds after anyone enters the room, the bagstarts falling toward the hole.EFFECT TYPE: magicalEFFECT: Explosion when the Bag of Holding enters the PortableHole.VARIANTS: For low-level parties, the bag might be subject to FeatherFall to let people have more time to do something, or the ceilingmight be higher.

    NAME: Double VisionLOCATION TYPE: ChestTRIGGER TYPE: mechanicalTRIGGER: failing to pick lockEFFECT TYPE: mechanical/magicalEFFECT: A blade chops off a piece of the player's finger, teleportingit to a high-level mage's tower, where the mage will create aduplicate (clone) of the character.

    NAME: Familiar Faces

    LOCATION TYPE: DoorCONTEXT: 20' x 20' room, with 4 kobolds (originally).TRIGGER TYPE: magicalTRIGGER: Any party member touches door to enter room.

    EFFECT TYPE: magicalEFFECT: A bright flash of light blinds the players and when theirvision clears each player is in a room with many kobolds. Eachplayer in the party is teleported to a different location in the roomand an illusion spell is cast on each party member. Each partymember sees the other members of his party as kobolds but none of

    his/her companions are anywhere in sight. Plus the extra fourkobolds of course.

    NAME: The "Juvenile" ChestLOCATION TYPE: Chest

    TRIGGER TYPE: mechanicalTRIGGER: opening lockEFFECT TYPE: magicalEFFECT: Within the lock of the chest are poison needles. If the

    character fails to save against the poison, he/she loses 3 wisdompoints, 4 strength points, and 5 intelligence points. The character

  • 7/29/2019 The Net.traps Book

    3/9

    will also turn into a juvenile (13 to 15 human years.) The "aging"poison can be cured with a Remove Curse by a high level mage.

    NAME: Glass StormLOCATION TYPE: Room

    CONTEXT: Any large circular room. Thousands off glass shards (likebroken window panes) lying about the entire room. A pillar in thecenter of the room, with some valuable object sitting upon it.

    WARNING: Touching the object causes a wind to blow through theroom, causing the shards to jingle together.TRIGGER TYPE: magicalTRIGGER: taking the objectEFFECT TYPE: magicalEFFECT: A constant wind storm causes all the crystal shards to flyabout the room striking the party. Each party member in the roomwill take damage (3D6) per round until the object is put back or theparty can leave the room.

    NAME: Hole in TwoLOCATION TYPE: RoomCONTEXT: Any room not on the lowest floor. A large hole is cut inthe floor of this room. On the far side of the hole is a shelf on whichis sitting a valuable object. Through the hole, the floor below can beseen. The hole is actually a pane of glass thick enough to hold up aperson. A spell has been cast upon the window pane to give it the

    look and feel of stone. (Have characters find this out on their own,so they will hope the hole is an illusion).

    TRIGGER TYPE: mechanical or magicalTRIGGER: picking up the objectEFFECT TYPE: mechanicalEFFECT: The illusion on the object is disspelled; it's really a smallrock. Large boulders fall from the ceiling directly onto the windowpane, shattering it, and the person who took the object will fallthrough to the floor below taking damage (2D6) from the fall.

    NAME: The "King Arthur" SyndromeLOCATION TYPE: RoomCONTEXT: There is a mound of earth surrounded by a moat of acid.A strong-looking rope is magically held so that anyone could takehold of the rope and swing across to the mound. Stuck in the moundis a quite beautiful sword.

    WARNING: The rope is really frail and decayed, but disguised by anillusion.TRIGGER TYPE: mechanical

    TRIGGER: Swinging on the rope breaks itEFFECT TYPE: mechanical effect The character falls into the moat.

  • 7/29/2019 The Net.traps Book

    4/9

    NAME: The Pointless TrapLOCATION TYPE: LockTRIGGER TYPE: mechanicalTRIGGER: Early in the adventure, the characters will find a large (2')

    Crystal Key. After some time (hours?) of wandering the characterswill find a keyhole that the Crystal Key will fit perfectly into.

    EFFECT TYPE: magicalEFFECT: Keyhole swallows Key As characters continue throughmaze, if place where Key was found originally is crossed again, Keywill be there.

    NAME: Pointless Trap (Part II)LOCATION TYPE: RoomCONTEXT: Machine with 24 levers next to a door and lots of prettyLightsTRIGGER TYPE: mechanicalTRIGGER: pulling leverEFFECT TYPE: magical or electricalEFFECT: The door cannot be broken through or opened; it's false. Ifany level is pulled, everyone in the room feels an electrical jolt, butsuffers minimal damage (1 point). Lights change color. The purposeof this trick is to see how long the characters will pursue acompletely irrelevant track.

    NAME: Slime BallLOCATION TYPE: RoomCONTEXT: Spherical room.TRIGGER TYPE: magical or mechanicalTRIGGER: entering roomEFFECT TYPE: mechanicalEFFECT: The room is actually a sphere within a sphere. The innersurface of the outer sphere and the outer surface of the innersphere are lubricated with highly slippery slime (non-toxic.) Whensomeone enters, the door will close. Due to Newton's Law, for everyaction there is an equal and opposite reaction. When the character

    tries to move one way, the inner sphere will rotate and the outersphere will rotate in the opposite direction.

    NAME: Slime SlideLOCATION TYPE: PitCONTEXT: Any pit big enough for one individual (human) is perfect.It contains a waist high pool of slime (non-toxic, no ill-effect) thatacts as an extremely effective lubricant.TRIGGER TYPE: mechanical or magicalTRIGGER: 1-4 rounds after entering pit

  • 7/29/2019 The Net.traps Book

    5/9

    EFFECT TYPE: mechanical effect The floor will drop out from underthe person in the pit, who will fall onto a slightly tilted slide. It wouldbe best to use the Slime Ball trap as the destination of this slide.

    NAME: Topsy Turvy

    LOCATION TYPE: RoomCONTEXT: Any large cave (at least 20 x 20'). Upon closeexamination of the floor and ceiling, many holes about the size ofdimes and nickels (in the thousands on both) are clearly visible. Alarge amount of treasure on the opposite end of the room is piledagainst a wall.TRIGGER TYPE: mechanicalTRIGGER: The first player to step over the holes will set off the trap.EFFECT TYPE: mechanicalEFFECT: The holes on the floor will lift the character into the air witha constant blast of air (up to 350 pounds). The holes in the ceilingwill also blast air of the same force downward, sending thecharacter spinning and tumbling in mid-air. The character caught inthe trap will get sick and suffer 1 point of damage after hisconstitution score divided by 4 (rounding down) number of roundshave past. If the character is in the trap more than 5 rounds, he willblack out.

    DISARM: Behind the holes are large fans run by magical means. If astaff of considerable strength (magical, etc.) are shoved into theholes, and a strength roll is successful, the fan is jammed;

    otherwise, the character attempting to disarm it will suffer d4 ofdamage. If the floor fan is stopped first the character in the trap willbe forced to the floor, suffering damage and vice-versa for the floorfan.

    NAME: Water Water EverywhereLOCATION TYPE: RoomCONTEXT: A 40' circular chamber with exits on opposite sides.Contains a 30' circular pool with a 7' diameter base for a 20' highstatue of a minotaur in the center of the pool. The statue looksloose. Moving the statue causes it to fall down and block the door

    through which the party entered; below it appears to be a tunneldown to a passage parallel to the line between this room'sentrances. This is actually an illusion.

    TRIGGER TYPE: mechanicalTRIGGER: Entering "tunnel"EFFECT TYPE: magicalEFFECT: The character who entered the tunnel will see that s/he is ina concave 6' deep pit. A force field goes up covering the top of thepit. When another character tries to poke at the force field, s/he will

    be pushed into the center of where the statue used to be by a risingwall of water. A Water Weird (see Monster Manual) will attack the

  • 7/29/2019 The Net.traps Book

    6/9

    party. As long as the water weird is alive, the force field coveringthe pit will drop 4 inches every round. When the Water Weird isdead, the force fields will be broken.

    NAME: The Infinite Hallway

    LOCATION TYPE: HallwayWarning: The characters will begin to feel very disoriented and havea lack of energy. This may warn them that there is something afoot.Also, any character carefully studying the wall may notice that thepatterns of stone are exactly the same every ten feet.TRIGGER TYPE: MagicalTRIGGER: By some magical enchantment not known to any,including the vile Gamemaster, the electrical impulses from acharacter's body striking the first teleportation field are channeledback and activate the second teleportation field. Any contact withthe second teleportation field provides energy to it by the same useof human (or elven or dwarven...) vital energy.

    EFFECT TYPE: MagicalEFFECT: As a party of characters walks down a hallway, they contacta (permanent) teleportation field, instantaneously teleporting themback ten feet and creating a second teleportation field just behindthem. The teleportation is of a such a nature that it is too fast to benoticed, except for a slight feeling of disorientation. Thus, the partywould walk, contact the field, be teleported back, and continuewalking without any stop. After about ten minutes of walking, the

    characters may begin to get worried. If, however, they turn and goback the other way down the hall, they will encounter the secondfield and be teleported just before the first field, and much the samething will happen.

    DISARM: The only way to disarm this trap that I can see, other thendigging around it, is that the second teleportation field times outafter twenty minutes of the characters not contacting either of thefields, thus not providing the field with any energy. The first field, asstated before, is permanent.

    NAME: A Different Kind of Spiked DoorLOCATION TYPE: HallwayCONTEXT: A false door that looks important to the party. It shouldlook like it opens inward and is locked (unpickable).

    TRIGGER TYPE: mechanicalTRIGGER: Trying to force open the doorEFFECT TYPE: mechanicalEFFECT: The door is a thin panel of wood attached to springs. behindthe panel is a set of spikes. If the party tries to force the door open

    the springs will compress and the panel will give way, which usuallymeans that the person forcing the door open will impale him/herself

  • 7/29/2019 The Net.traps Book

    7/9

    on the spikes. The damage done is adjustable by the number ofspikes that were behind the panel and their depth, but should followsomething like (for AD&D): 3d4 + strength damage bonus of theperson trying to knock the door down (since the harder they pushthe door, the more forcefully the spikes go in).

    NAME: Deadly SpikesLOCATION TYPE: RoomCONTEXT: The floor is covered with 2 inches of dust; there ismiscellaneous broken furniture around the room.TRIGGER TYPE: mechanicalTRIGGER: tripwire or pressure plateEFFECT TYPE: mechanicalEFFECT: 1D12 spikes, doing 1D10+10 damage each, strike andimpale the character automatically (no dodge or parry). An impaledcharacter can't get off the spikes unless helped by anothercharacter, or unless s/he can fly or levitate off.

    VARIANTS: If there are other characters, skeletons in the furniturecome to life and attack them.

    NAME: The Killer MaypoleLOCATION TYPE: RoomCONTEXT: The party walks into a room with stone walls. In thecenter of the room is a metal pole with arms extending from it, nearthe top. The floor is shiny and slick with some liquid.

    TRIGGER TYPE: mechanicalTRIGGER: Pressure plates in floor inside and outside room detectwhen the whole party is inside room (that is, pressure plate outsidehas nothing on it, and the one inside has something on it).

    EFFECT TYPE: mechanicalEFFECT: The door swings closed. The metal pole begins turning, andthe arms extending from it rub against the wall. More of the liquid ispumped out of the top of the pole. The pole is made of steel, thewalls are flint. The liquid is oil.... you can guess what happens next.

    NAME: Spiked TunnelLOCATION TYPE: HallwayCONTEXT: A dead-end hallway, with spikes on the wall at the end ofthe hall.TRIGGER TYPE: mechanicalTRIGGER: Party crosses fulcrum point of hallway.

    EFFECT TYPE: mechanicalEFFECT: The "hallway" pivots 90 degrees, becoming a pit trap withspikes at the bottom.

    NAME: Leg Trap

  • 7/29/2019 The Net.traps Book

    8/9

    LOCATION TYPE: Stone floorTRIGGER TYPE: mechanicalTRIGGER: Stepping on a pivoted stoneEFFECT TYPE: mechanicalEFFECT: When stepped on, one of the flagstones pivots on edge and

    drops the leg into a hole, breaking the knee on the pivoted stoneand piercing the foot with the spike down in the hole. Then thespike, when stepped on, triggers a crossbow firing into the leg*under the floor*. The bolt is barbed along its length, with flange forfeathers that stops its progress. It is also longer than the hole iswide, trapping the pierced leg. This is a bitch to remove, it takes abolt cutter, hacksaw, or clever magic to remove the leg from thehole now that is is pinned.

    VARIANTS: The firing of the crossbow can ring the dinner bell in theroom of the monster next door, can start flooding the room withburning oil, or sewage, or water, or whatever. It can trigger a MagicMouth that growls like something hungry down in the hole. Good forpanic. Or simply a springblade that leaves a stump looking for apegleg.

    NAME: The Ghostly Mother-In-LawLOCATION TYPE: AnyTRIGGER TYPE: MagicalTRIGGER: Stepping on a certain location by any sentient non-undead creature.

    EFFECT: The victim is beset by a Ghost that is a Mother-In-Law witha vengeance. No attacks, no damage, but life will be a misery. Youcan't turn her with anything but a court order.

    NAME: Floating Rug and TableLOCATION TYPE: RoomCONTEXT: In the center of the room is a pit (spikes optinal).Covering the pit is a rug or tapestry with a levitation spell on it. Inthe center of the rug is a small table, also levitated, on which is asmall object of the DM's choice.

    TRIGGER TYPE: Mechanical

    TRIGGER: Stepping on the rugEFFECT TYPE: MechanicalEFFECT: Falling into the pit, taking damage.

    NAME: Musical doorLOCATION TYPE: DoorCONTEXT: A plain metal featureless door.TRIGGER TYPE: Mechanical

    TRIGGER: The locking mechinism is a chime. It magically ormechanically listens for the ringing sound made when two metal

  • 7/29/2019 The Net.traps Book

    9/9

    objects clang together (such as hitting a sword against the door).This sets up the proper vibrations in the door to create the properpitch to automatically unlock and open the door.

    Made By Mateo!!!!!